I know some people may consider this too little too late. But I figure at least one person around here might appreciate this.

I no longer play Doom 3 in Wine. The reason why I was running it in Wine was because the graphics enhancement sikkmod wasn't available for the Mac and also I could configure the game to use OpenAL Soft's DLL in Wine. But then I figured out how to replace Apple's OpenAL with OpenAL Soft fixing the sound in the Mac version and then someone compiled the sikkmod for the native Mac version fixing both things. So I'm back to native with that. The only thing missing in the Mac version of Doom 3 now is the expansion pack.

Basically in order to install the sikkmod you have to get the standard sikkmod package and install it as a normal mod. The best place to put it especially if you have the mac app store version of Doom 3 is in your ~/Library/Application Support/Doom 3/ folder thusly it'd be in ~/Library/Application Support/Doom 3/sikkmod/

I suggest this one as it includes high res textures to go with the updated visuals. Then you download the pk3 from the link in the first paragraph here and drop it in your sikkmod folder. That's what adds Mac support. In order to use the high res textures (or this mod in general) you need to set your visuals to "Ultra". Presumably you have a Mac that's capable of Doom 3 at beyond ultra settings before even attempting this. I used to run the sikkmod on my 2009 iMac at 1080p though in Wine without the high res textures. I'd say this is mainly for people who have kept up with the times hardware wise and would like to replay Doom 3 but with enhanced visuals, etc.

Then after that you can either launch it from the terminal or make an applescript applet to launch the mod. That's what I did...

Then go to file and export and export as an application. This'll give you an .app file that launches the game with the mod without having to use terminal. The quotations are important.. notice the single quotes around Doom 3 and the double quotes around the whole thing.

If you don't want two icons to show up in your dock when you launch the applescript you can go into info.plist in the applet and add the string "LSUIElement" and set it to "1" under the Root section. Or drag and drop the app onto the application "dock dodger". Dock Dodger doesn't work on many modern Mac applications but still works on applescript applets.

This advice also comes in handy for just about any games with mods that you would typically have to launch from the terminal... or command line versions of emulators. You can make custom icons to launch each mod or game. I've made applets to launch mame games, GzDoom mods and Mupen64 roms as well. I've been making my own custom game icons as well...

Here's the icon I'm using for Doom 3 Sikkmod Native...

Here's the icon I'm using for standard Doom 3:
Here's one for Ressurection of Evil (which still has to be run in Wine and has its own sikkmod I might add):
Click on each one to download the respective icons in .icns format with up to 1024x1024 size.

Screenshots of the native Doom 3 by Aspyr with sikkmod and high res texture pack applied and my current sikkmod settings:

In case anyone is wondering about the differences between the Doom 3 we have available to us on the Mac with sikkmod and the BFG edition take a look at this video...

Seems standard Doom 3 is better especially with the texture pack which believe me... does make a difference and I'd only suggest skipping on it if you have a severe lack of VRAM. Not all the textures are redone however but enough to be noticeable. BFG Edition was meant more for consoles and oculus rift people than for PC\Mac gamers. They made the game a lot easier and console oriented and has no mods.

So with the sikkmod especially with the updated texture packs Aspyr Doom 3 can look much better than the sikkmod and it has lots of options for gameplay that the original game didn't have that you can configure until your heart's content.

Also here's my current Doom 3 settings from my config file. A few of the settings are kind of buggy with my current rig\software so some things are on and some things are off.

A few additional things for here... I pulled a few mods out of a different bundle so that you can get them without having to get the whole thing. All these are tested with the sikkmod and can be dropped into your sikkmod folder for a few extra things such as..

I almost forgot to mention that the intro videos in the UI mod weren't working for me. I had to hit ESC to skip them. Perhaps it's worth adding in a command line argument to skip the intro videos. That'd be adding +disconnect to your applescript launcher. If you want to modify your launcher after you make it just right click on it and "show package contents" and then navigate to Resources/Scripts and then double click on main.scpt. This'll allow you to edit the script.

Which reminds me in order to kind of take a little shortcut I do that when I make a new script. What I do is I make a copy of an existing applet and modify the files inside. That way it'll always have the same functions as my first script automatically. I just change the names inside the script line and the icon.

The particle mod and the plasma gun radar mod caused a couple of issues with my game here so beyond what I recommended in the original post the rest is more your mileage may vary territory. Some issues I noticed... collision detection issue breaking ladders and black boxes around certain particle effects. Removing those mods cause you to have to restart the level.

I'm kind of on the fence about the soft shadows. They look great but seem to cause a noticable frame rate hit at least with the current OpenGL drivers that we have in OS X. I go back and forth turning it on and off sometimes. HDR was causing the screen to go white but Bloom wasn't. Ambient Occlusion caused a graphical glitch with your body dissapearing in the mirror.

Those things may be nvidia specific issues or they may not be but that's my experience.

Still enough featuers work to make it worthwhile.

Later on I tried HDR again and it seems to work and so I did some modding with it... you can try out my cfg for it with this and see how it compares to my previous one...

I would be happy to give it a try but they won't let me download it (the 73MB mod).

EDIT. Ok I got the file but the mod doesn't show up in the game. I put the sikkmod folder in the base folder and the mac file in the base folder itself and it doesn't work. Same thing when I put the Mac file in the sikkmod folder.

The base folder is not where you put the sikkmod folder. You have to put it alongside it and have the path look like I said in the original post.

In your ~/Library/Application Support/Doom 3/ you'd have at least two folders the base folder and then the sikkmod.

Like so..

Also you don't have to always launch it from the launch menu... you can make an applescript applet as sort of a shortcut with a command line argument yourself as I outlined in the original post or... download this one I made... or you can launch it from the terminal as I said in the original post...

Link (for Mac App store version)Link (for original release with latest patch, untested... you might have to edit the script file inside as I outlined in the original post if the path isn't totally correct)

Thanks it's working now. HDR gives me a white screen and camera motion blur causes some flashes. Other than that I haven't seen huge differences in visual quality. I'm not sure SSAO works, but Vsync not longer works (although it's enabled in the game settings).
I need to do more tests.

I have most of the best ones in my first config here that make it look more or less like my shots... HDR gave me a white screen too for a while but then it ended up working later on for some reason... perhaps combining it with soft shadows causes that on OS X...

For example the bloom seems to work fine as well as some of the other things like adjustable film grain, ambient lighting tweaks, color grading, as well as the gameplay options...

OK I started a new game and I experienced memory allocation errors. It appears that even with my 2GB card it's nessasary to keep image_usecompression to 1 to avoid that. People say you have to turn it off in order to get the high res textures to work but that's not true. Either way turning it off appears to make it chew up memory and the game to crash.

Also I added +r_swapinterval 1 to my launch script for vsync which seems to work for me. So my script now looks like

I enjoyed played a large part of Doom 3 when my computer totally died! Ok the drive died and then not sure what I did, the computer before I succeed change the drive or when I tried do it. Much later when I came back to the game I never succeed bear the constant switch with the Light. I think some mods fixed it to apply it to most weapon but I never tried. That's really a design point I feel very bad. Just have a smaller circle lighten is quite enough for the mood and pression. The switch light/weapon is really too much.

I played a non shooter game but an action game that did an excellent use of such light circle reducing the view. And it works very well. Plus they added an invisible monster shown only if shown by the light but it does some sounds so you can detect when use the light even where the ambient light is at max. There's also a charge and recharge system so it's intense. The game is Shadowgrounds, good stuff.

But for Doom 3 if someone had a clear link just fixing the torch to make it permanent ot something like that, that would be cool.

Thank you for the information I could try it just for that even if I'm not very fan of graphic improve of mods, I don't want performances hurt. Have both head lamp and flashlight is strange but worth the try. For now my action game is Lord of the Ring War In The North, but after that I don't think I have much stuff that I want play in that category, and Doom 3 + this mod could be a good candidate.

Here's one for Ressurection of Evil (which still has to be run in Wine and has its own sikkmod I might add):

Seems like you have a wrapper for Doom 3. I wonder if you didn't know one for Doom 3 BFG. I already get more troubles than I would from a re install of the game, troubles with enabling French and failed, now troubles with sikkmod and texts and commands option panel. And I'm starting wonder if a wrapper wouldn't be an easier solution and it would allow have the other stuff.

I do understand you don't support the BFG edition because it uses bad tricks involving graphics problem. But not all players are that sensitive to graphic quality so if you can help. :-)

Smoke_Tetsu, on 01 October 2013 - 02:49 PM, said:

The sikkmod has a head lamp you can turn on or off separate from the flashlight and it also has optional IR\night vision goggles as well. Both can have their keys binded from the sikkmod menus.

I see nothing special in options. I just downloaded the Mac version of the mod, put in in a folder beside base and in game loaded the mod.

I think I spend 3 hours in that Doom 3 without to play it, it's exactly why I'm re buying digital games, to avoid that. I think I'll try get a refund because the shop mentioned support a language and that's wrong. Well sorry for the bad mood. :-)

A wrapper wouldn't necessarily be any easier in fact there's more steps because you have to first make a wrapper and then go through all the same steps to setup the mod and there's no guarantee that it'll be any less buggier or not give you any issues. In fact I moved towards using the native sikkmod becuase it's slightly less buggier than in a wrapper for me.

As for the other stuff I have no idea what you are doing wrong but in the main menu if you loaded it correctly (with the mod in its own folder alongside the base folder in your library and not in any subfolders... in your sikkmod folder there should be pk3 files, cfg files, etc. related to the sikkmod rather than another subfolder) then there would be a sikkmod options button that brings up a menu especially for the sikkmod with various options. Then you launch into the mod however you want whether it be by the mod chooser in the main menu or via the terminal or applescript applet... I still suggest the latter..

Also, sorry but I don't want to buy or download the BFG edition and run it in a wrapper. I also don't support other languages other than english, sorry and I have a feeling there's some language barrier problems here. I gave all the recommendations that I am able and willing to give for this.

I created a sikkmod folder, put the pak in it, put the folder in ~/Library/Application Support/Doom 3

Anyway, I finally get it work cleanly in French, vocals and text but I had to get back from DVD Mac French version some pak files and a config file I put in base inside the app package (not in user library).

And I think I had problems with sikkmod because I was trying French setup at same time.

My bet is it isn't compatible with Doom 3 set to use another language than English, not very cool because it's a game with many vocals and no subtitles. It's just a bet.
The point is after 5/6 hours spend and probably more (that's ridiculous) I'm at startup with Doom 3 without a head torchlight so I won't replay it. It's not your fault it's just a fact.

About sikkmod the only thing I'm not doing is the applescript because I don't have the editor installed, since the dev tools aren't with the OS anymore I don't install them anymore.
But I doubt it changes anything to launch Doom 3 use the mod menu and select sikkmod.

Thanks anyway for the help attempts. :-)

EDIT: Well it's more complicated than just the language setup. In sikkmod folder I edited the language setup to set it in english. When in game I load the mod, the game switches to English but still no sikkmod menu, only the 4 standard including the reset to default and the three other have the same UI and tabs. Could come from the pak files for the French version, they are named zsomtheting and if I remember well, Doom 3 manage the pak files in alphabetical order and last overide previous, I'll try rename the mod zzsomething, but I suspect it won't work and will require include in the mod some definition/resources in some pak of the game.

It includes 3 pak files, one seems for the light and another for cheat to get all PDA codes. I put the first (bigger) in ~/Library/Application Support/Doom 3/base
and it seems working no need for a separated mod load, at least the light for the pistol is here and still as small than the torchlight, lol.

I wonder if I could use the sikkmod for better graphics and this one for the lights. Well there will probably be some conflicts between the mods.